Posted by
TheConvenientSkill on
Feb 03, 2012; 1:02pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Advanced-Heroquest-is-the-best-tp7172021p7250637.html
My card method is a little complicated. Using a standard pack of cards 2 to 7 are 'Normal' (I count red as 'Furnished' with Heroquest or my other furniture, depending on the card), 8 to 10 Hazard (again with a specific card for each hazard, or my own), the picture cards as Lairs (I still roll these). I like to mix the room sizes up too depending on the card. This leaves the Aces as quest rooms, with the Jokers as 'Specials'.
Special rooms can be just about anything, a derelict chapel, a room dedicated to a magic item, an armoury etc. generally I make them player beneficial, but could just as easily be a dragon.
OK I remove the Aces and shuffle the pack, I take the top 12 cards and then take off the top 4 of those. I then shuffle in one Ace to those 8 cards before the four go back on top, giving me a hand of 13 cards (sound familiar WQ fans?). Now the other three Aces are shuffled into the remaining pack which is put to one side.
Using my edited dungeon generation table, everytime I place a door (increased chances) I put a card behind it face down. When that door is opened the card is revealed and the relevant room and contents placed, including cards for any new doors. When I am down to 3 cards I take another 3 cards from the remaining deck and shuffle them in.
It seems to work OK, and forces you to explore the dungeon in case the card just placed is the quest room (as I said I make doors more common too) the only downside is that they can be absolutely lethal, 6 face cards in 13, or a walk in the park. Funnily enough the averages aren't too disimilar to other methods because of the similarity of 13 cards and the D12.
My amended exploration tables are (I abandoned 2D12 rolls):
1-4 1 section
5-8 2 sections
9-12 3 sections
1-2 T junction
3-5 Right turn
6-8 Left turn
9-10 Dead end
11 Stairs up
12 Stairs down
1-4 Nothing
5-9 1 Door
10-11 2 Doors
12 Wandering monsters (and roll again)
Room doors
1-4 None
5-8 1 Door
9-12 2 Doors
1-5 Passage 6-12 Room
(if it's a Passage I scoop up the card and put it at the bottom of the hand)